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Archon of Justice* -
Creature - Archon (Rare)
Flying
When Archon of Justice is put into a graveyard from play, remove target permanent from the game.
4/4

Ballynock Trapper -
Creature - Kithkin Soldier (Common)
: Tap target creature.
Whenever you play a white spell, you may untap Ballynock Trapper.
2/2

Cenn's Enlistment -
Sorcery (Common)
Put two 1/1 white Kithkin Soldier creature tokens into play.
Retrace

Endless Horizons -
Enchantment (Rare)
When Endless Horizons comes into play, search your library for any number of Plains cards and remove them from the game. Then shuffle your library.
At the beginning of your upkeep, you may put a card you own removed from the game with Endless Horizons into your hand.

Endure -
Instant (Uncommon)
Prevent all damage that would be dealt to you and permanents you control this turn.

Flickerwisp
Creature - Elemental (Uncommon)
Flying
When Flickerwisp comes into play, remove another target permanent from the game. Return that card to play under its owner's control at the end of turn.
3/1

Hallowed Burial -
Sorcery (Rare)
Put all creatures on the bottom of their owners' libraries.


Kithkin Spellduster -
Creature - Kithkin Wizard (Common)
Flying
, Sacrifice Kithkin Spellduster: Destroy target enchantment.
Persist
2/3

Kithkin Zealot -
Creature - Kithkin Cleric (Common)
When Kithkin Zealot comes into play, you gain 1 life for each black and/or red permanent target opponent controls.
1/3

Light from Within -
Enchantment (Rare)
Chroma- Each creature you control gets +1/+1 for each white mana symbol in its mana cost.

Loyal Gryfalcon -
Creature - Bird (Uncommon)
Defender, flying
Whenever you play a white spell, Loyal Gyrfalcon loses defender until end of turn.
3/3

Patrol Signaler -
Creature - Kithkin Soldier (Uncommon)
, {Q}: Put a 1/1 white Kithkin Soldier creature token into play.
1/1

Recumbent Bliss -
Enchantment - Aura (Common)
Enchant creature
Enchanted creature can't attack or block.
At the beginning of your upkeep, you may gain 1 life.

Spirit of the Hearth -
Creature - Cat Spirit (Rare)
Flying
You can't be the target of spells or abilities your opponents control.
4/5

Springjack Shepherd -
Creature - Kithkin Wizard (Uncommon)
Chroma - When Springjack Shepherd comes into play, put a 0/1 white Goat creature into play for each white mana symbol in the mana costs of permanents you control.
1/2

Suture Spirit -
Creature - Spirit (Uncommon)
Flying
{wb}{wb}{wb}: Regenerate target creature.
1/1

Bleu


Cache Raiders
Creature - Merfolk Rogue (Uncommon)
At the beginning of your upkeep, return a permanent you control to its owner's hand.
4/4

Banishing Knack -
Instant (Common)
Until end of turn, target creature gains ": Return target nonland permanent to its owner's hand."

Dream Fracture -
Instant (Uncommon)
Counter target spell. It's controller draws a card.
Draw a card.

Dream Thief -
Creature - Faerie Rogue (Common)
Flying
When Dream Thief comes into play, draw a card if you've played another blue spell this turn.
2/1

Glamerdye
Instant (Rare)
Change the text of target spell or permanent by replacing all instances of one color word with another.
Retrace

Glen Elendra Archmage
Creature - Faerie Wizard (Rare)
Flying
, Sacrifice Glen Elendra Archmage: Counter target noncreature spell.
Persist
2/2

Indigo Faerie -
Creature - Faerie Wizard (Uncommon)
Flying
: Target permanent becomes blue in addition to its other colors until end of turn.
1/1

Inundate -
Sorcery (Rare)
Return all nonblue creatures to their owners' hands.






Merrow Levitator -
Creature - Merfolk Wizard (Common)
: Target creature gains flying until end of turn.
Whenever you play a blue spell, you may untap Merfolk Levitator.
2/3

Oona's Grace -
Instant (Common)
Target player draws a card.
Retrace

Razorfin Abolisher -
Creature - Merfolk Wizard (Uncommon)
, : Return target creature with a counter on it to its owner's hand.
2/2

Sanity Grinding -
Sorcery (Rare)
Chroma - Reveal the top ten cards of your library. For each blue mana symbol in the mana costs of the revealed cards, target opponent puts the top card of his or her library into his or her graveyard. Then put the cards you revealed this way on the bottom of your library in any order.

Talon Rend -
Creature - Elemental (Uncommon)
Flying
{ur}: Talonrend gets +1/-1 until end of turn.
0/5

Wake Thrasher -
Creature - Merfolk Soldier (Rare)
Whenever a permanent you control becomes untapped, Wake Thrasher gets +1/+1 until end of turn.
Anyone who thinks Merrows have more brains than brawn has never been run over by one.
1/1

Wilderness Hypnotist -
Creature - Merfolk Wizard (Common)
: Target red or green creature gets -2/-0 until end of turn.
1/3

Noir


Ashling the Extinguisher -
Legendary Creature - Elemental Shaman (Rare)
Whenever Ashling the Extinguisher deals combat damage to a player, choose target creature that player controls. He or she sacrifices that creature.
The Aurora had transformed her into a relentless force of destruction.
4/4

Creakwood Ghoul -
Creature- Plant Zombie (Uncommon)
{bg}{bg}:Remove target card in a graveyard from the game.You gain 1 life
3/3

Crumbling Ashes
Enchantment (Uncommon)
At the beginning of your upkeep, destroy target creature with a -1/-1 counter on it.


Lingering Tormentor -
Creature -Spirit (Uncommon)
Fear
Persist
2/2

Merrow Bonegnawer -
Creature - Merfolk Rogue (Common)
: Target player removes a card in his or her graveyard from the game.
Whenever you play a black spell, you may untap Merrow Bonegnawer.
1/1

Necroskitter -
Creature - Elemental Rare
Wither (This creature deals damage in the form of -1/-1 counters.)
Whenever a creature an opponent controls with a -1/-1 counter on it is put into a graveyard, you may return that card to play under your control.

Needle Specter-
Creature - Specter (Rare)
Flying
Wither (This deals damage to creatures in the form of -1/-1 counters)
Whenever Needle Specter deals combat damage to a player, that player discards that many cards.

Nightmare Incursion -
Sorcery (Rare)
Search target player's library for up to X cards, where X is the number of Swamps you control, and remove them from the game. Then that player shuffles his or her library.

Raven's Crime -
Sorcery (Common)
Target player discards a card.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Smoldering Butcher -
Creature - Elemental Warrior (Common)
Wither
4/2

Soot Imp -
Creature - Imp (Uncommon)
Flying
Whenever a player plays a nonblack spell, that player loses 1 life.
1/2

Soul Reap -
Sorcery (Common)
Destroy target nongreen creature. Its controller loses 3 life if you've played another black spell this turn.

Soul Snuffers -
Creature - Elemental Shaman (Rare)
When Soul Snuffers comes into play, put a -1/-1 counter on each creature.
3/3

Syphon Life -
Sorcery (Uncommon)
Target player loses 2 life and you gain 2 life.
Retrace (If this card is in your graveyard, you may play it by discarding a land card in addition to paying its other costs.)

Talar's Bane -
Sorcery (Common)
Target opponent reveals his or her hand. Choose a green or white creature card from it. You gain life equal to that creature card's toughness, then that player discards that card.

Umbra Stalker -
Creature - Elemental (Rare)
Chroma - Umbra Stalker's power and toughness are each equal to the number of black mana symbols in mana costs on cards in your graveyard.
*/*

Rouge


Chaotic Backlash -
Instant (Uncommon)

Chaotic Backlash deals damage to target player equal to twice the number of white and/or blue permanents he or she controls.

Cinder Pyromancer -
Creature - Elemental Shaman (Common)
: Cinder Pyromancer deals 1 damage to target player.
Whenever you play a red spell, you may untap Cinder Pyromancer.
0/1


Duergar Cave-Guard -
Creature - Dwarf Warrior (Uncommon)
Wither
{wr}: Duergar Cave-Guard gets +1/+0 until end of turn.
1/3

Fiery Bombardment -
Enchantment (Rare)
Chroma- {2}, Sacrifice a creature: Fiery Bombardment deals damage to target creature or player equal to the number of red mana symbols in the sacrificed creature's mana cost.

Flame Jab -
Sorcery (Common)
Flame Jab deals 1 damage to target creature or player.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Hatchet Bully
Creature - Goblin Warrior (Uncommon)
2,, Put a -1/-1 counter on a creature you control: Hatchet Bully deals 2 damage to target creature or player.
2/2

Hateflayer -
Creature - Elemental (Rare)
Wither
, {Q}: Hateflayer deals damage equal to its power to target creature or player.
5/5


Heartlash Cinder -
Creature - Elemental Warrior (Common)
Haste
Chroma - When Heartlash Cinder comes into play, it gets +X/+0 until end of turn, where X is the number of red mana symbols in the mana costs of permanents you control.
1/1

Hotheaded Giant -
Creature - Giant Warrior (Common)
Haste
Hotheaded Giant comes into play with two -1/-1 counters on it unless you played another red spell this turn.
4/4

Impelled Giant -
Creature - Giant Warrior (Uncommon)
Trample
Tap an untapped red creature you control other than Impelled Giant: Impelled Giant gets +X/+0 until end of turn, where X is the power of the creature tapped this way.
3/3

Outrage Shaman -
Creature - Goblin Shaman (Uncommon)
Chroma - When Outrage Shaman comes into play, it deals damage to target creature equal to the number of red mana symbols in the mana costs of permanents you control.
2/2

Puncture Blast -
Instant (Common)
Wither
Puncture Blast deals 3 damage to target creature or player.

Rekindled Flame -
Sorcery (Rare)
Rekindled Flame does 4 damage to target creature or player.
At the beginning of your upkeep, if an opponent has no cards in hand, you may return Rekindled Flame from your graveyard to your hand.

Stigma Lasher -
Creature - Elemental Shaman (Rare)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Whenever Stigma Lasher deals damage to a player, that player can't gain life for the rest of the game.
2/2

Thunderblust -
Creature - Elemental (Rare)
Haste
Thunderblust has trample as long as it has a -1/-1 counter on it.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)
7/2


Unwilling Recruit -
Sorcery (Uncommon)
Gain control of target creature until end of turn. Untap that creature. It gets +X/+0 and gains haste until end of turn.

Vert


Phosphorescent Feast -
Sorcery (Uncommon)
Chroma- Reveal any number of cards in your hand. You gain 2 life for each green mana symbol in those cards' mana costs.

Aerie Ouphes -
Creature - Ouphe (Common)
Persist
Sacrifice Aerie Ouphes: Aerie Ouphes deals damage equal to its power to target creature with flying.
3/3

Bloom Tender -
Creature - Elf Druid (Rare)
: For each color among permanents you control, add one mana of that color to your mana pool.
Beauty is a seed, waiting to blossom under her capable hands.
1/1

Duskdale Wurm -
Creature - Wurm (Uncommon)
Trample
7/7

Helix Pinnacle -
Enchantment (Rare)
Shroud
: Put X tower counters on Helix Pinnacle.
At the beginning of your upkeep, if there are 100 or more tower counters in Helix Pinnacle, you win the game.

Marshdrinker Giant -
Creature - Giant Warrior (Uncommon)
When Marshdrinker Giant comes into play, destroy target Island or Swamp an opponent controls.
4/3

Monstrify
Sorcery (Common)
Target creature gets +4/+4 until the end of turn.
Retrace

Nettle Sentinel -
Creature - Elf Warrior (Common)
Nettle Sentinel doesn't untap during its controller's untap step.
Whenever you play a green spell, you may untap Nettle Sentinel.
2/2

Primalcrux -
Creature - Elemental (Rare)
Trample
Chroma- Primalcrux's power and Toughness are each equal to the number of green mana symbols in the mana costs of permanents you control.
*/*

Regal Force -
Creature - Elemental (Rare)
When Regal Force comes into play, draw a card for each green creature you control.
5/5

Savage Conception -
Sorcery (Uncommon)
Put a 3/3 green Beast creature token into play.
Retrace

Swirling Spriggan -
Creature - Goblin Shaman (Uncommon)
{ug}{ug}: Target creature you control becomes the color or colors of your choice until end of turn.
After its encounter with the spriggan, the patrol was red with anger, green with envy, white with fear, and painfully black and blue.
3/3

Talara's Batallion -
Creature - Elf Warrior (Rare)
Trample
Play Talara's Batallion only if you played another green spell this turn.
The safewright Talara protects a delicate woodland waterfall. She has vowed to send wave after wave of warriors to slay any who would disturb its beauty.
4/3

Tilling Treefolk -
Creature - Treefolk Druid (Common)
When Tilling Treefolk comes into play, you may return up to two target land cards from your graveyard to your hand.
1/3

Twinblade Slasher -
Creature - Elf Warrior (Uncommon)
Wither
: Twinblade Slasher gets +2/+2 until end of turn. Play this ability only once each turn.
1/1

Wicker-bough Elder -
Creature - Treefolk Shaman (Common)
Wicker-Bough Elder comes into play with a -1/-1 counter on it.
, Remove a -1/-1 counter from Wicker-bough Elder : Destroy target artifact or enchantment.
4/4

Hybrides


Batwing Brume - {bw}
Instant (Uncommon)
Prevent all combat damage that would be dealt this turn if was spent to play Batwing Brume.
Each player loses 1 life for each attacking creature he or she controls if was spent to play this. (Do both if was spent)

Beckon Apparition - {wb}
Instant (Common)
Remove target card in a graveyard from the game. Put a 1/1 white and black Spirit creature token with flying into play.

Belligerent Hatchling - 3{rw}
Creature - Elemental (Uncommon)
Belligerent Hatchling comes into play with four -1 / -1 counters on it.
First Strike
Whenever you play a white spell, remove a -1/-1 counter from Belligerent Hatchling.
Whenever you play a red spell, remove a -1/-1 counter from Belligerent Hatchling.
6/6

Bloodied Ghost - 1{wb}{wb}
Creature - Spirit (Uncommon)
Flying
Bloodied Ghost comes into play with a -1/-1 counter on it.
3/3

Cauldron Haze - {bw}
Instant (Uncommon)
Choose any number of target creatures.
Each of those creatures gains persist until end of turn.

Creakwood Liege - {gb}{gb}{gb}
Creature - Horror (Rare)
Other black creatures you control get +1/+1.

Other green creatures you control get +1/+1.
At the beginning of your upkeep, you may put a 1/1 black and green Worm creature token into play.
2/2

Divinity of Pride - {wb}{wb}{wb}{wb}{wb}
Creature - Spirit Avatar (Rare)
Flying, lifelink
Divinity of Pride gets +4/+4 as long as you have 25 or more life.
4/4

Dominus of Fealty - {ru}{ru}{ru}{ru}{ru}
Creature - Spirit Avatar (Rare)
Flying
At the beginning of your upkeep, untap and gain control of target permanent until end of turn.
It gains haste until end of turn.
4/4

Edge of the Divinity - {bw}
Enchantment - Aura (Common)
Enchant Creature
As long as enchanted creature is white, it gets +1/+2.
As long as enchanted creature is black, it gets +2/+1.

Evershrike - {bw}{bw}
Creature - Elemental Spirit (Rare)
Flying
Evershrike gets +2/+2 for each Aura attached to it.
{wb}{wb}: Return Evershrike from your graveyard to play. You may put an aura card with converted mana cost X or less from your hand into play attached to it. If you don't, remove Evershrike from the game.
2/2

Harvest Gwyllion - {wb}{wb}
Creature - Hag (Common)
Wither (This creature deals damage in the form of -1/-1 counters.)
2/4

Gwyllion Hedge-Mage - 2{wb}
Creature - Hag Wizard (Uncommon)
When Gwyllion Hedge-Mage comes into play, if you control two or more plains, you may put a 1/1 white Kithkin Soldier creature token into play.
When Gwyllion Hedge-Mage comes into play, if you control two or more swamps, you may put a -1/-1 counter on target creature.
2/2

Mortality Liege* - {wb}{wb}{wb}
Creature - Horror (Rare)
Other white creatures you control get +1/+1.
Other black creatures you control get +1/+1.
Whenever you play a white spell, you may tap target creature.
Whenever you play a black spell, you may destroy target creature if it is tapped.
3/4

Nightsky Mimic - {bw}
Creature - Shapeshifter (Common)
Whenever you play a spell that's both black and white, Nightsky Mimic becomes 4/4 and gains flying until end of turn.
2/1

Nip Gwyllion - {wb}
Creature - Hag (Common)
Lifelink
1/1

Nobilis of War - {rw}{rw}{rw}{rw}{rw}
Creature - Spirit Avatar (Rare)
Flying
Attacking creatures you control get +2/+0.
3/4

Rise of the Hobgoblins - {rw}{rw}
Enchantment (Rare)
When Rise of the Hobgoblins comes into play, you may pay . If you do, put X 1/1 red and white Goblin Soldier tokens into play.
{rw}: red and/or white creatures you control gain first strike until end of turn.

Pyrrhic Revival - {wb}{wb}{wb}
Sorcery (Rare)
Each player returns each creature card in his or her graveyard to play with a -1/-1 counter on it.

Restless Apparition - {bw}{bw}{bw}
Creature - Spirit (Uncommon)
{bw}{bw}{bw}: Restless Apparition gets +3/+3 until end of turn.
Persist
2/2

Unmake - {bw}{bw}{bw}
Instant (Common)
Remove target creature from the game.

Voracious Hatchling - {wb}
Creature - Elemental (Uncommon)
Lifelink
Voracious Hatchling comes into play with four -1/-1 counters on it.
Whenever you play a white spell, remove a -1/-1 counter from Voracious Hatchling.
Whenever you play a black spell, remove a -1/-1 counter from Voracious Hatchling.
6/6

Call the Skybreaker - 5{ur}{ur}
Sorcery (Rare)
Put a 5/5 red and blue Elemental creature token with flying into play.
Retrace (You may play this card from the graveyard by discarding a land card in addition to paying its other costs.)

Clout of the Dominus - {ru}
Enchantment - Aura (Common)
Enchant Creature
As long as enchanted creature is blue, it gets +1/+1 and has shroud.
As long as enchanted creature is red, it gets +1/+1 and has haste.

Crag Puca - {ru}{ru}{ru}
Creature - Shapeshifter (Uncommon)
{ru}: Switch Crag Puca's power and toughness until end of turn.
2/4

Inside Out - {ru}
Instant (Common)
Switch target creature's power and toughness until end of turn.
Draw a card.

Mindwrack Liege - {ru}{ru}{ru}
Creature - Horror (Rare)
Other blue creatures you control get +1/+1.
Other red creatures you control get +1/+1.
{ur}{ur}{ur}{ur}: You may put a red or blue creature card from your hand into play.
4/4

Mirror Sheen - {ru}{ru}
Enchantment (Rare)
{ur}{ur}: Copy target instant or sorcery spell that targets you. You may choose new targets for the copy.

Noggle Bandit - {ur}{ur}
Creature - Noggle Rogue (Common)
Noggle Bandit can't be blocked except by creatures with defender.
2/2

Noggle Bridgebreaker - {ru}{ru}
Creature - Noggle Rogue (Common)
When Noggle Bridgebeaker comes into play, return a land you control to its owner's hand.
4/3

Noggle Hedge-mage - {ru}
Creature - Noggle Wizard (Uncommon)
When Noggle Hedge-mage comes into play, if you control two or more Islands, you may tap two target permanents.
When Noggle Hedge-mage comes into play, if you control two or more Mountains, you may have it deal 2 damage to target player.
2/2

Noggle Ransacker - {ur}
Creature - Noggle Rogue (Uncommon)
When Noggle Ransacker comes into play, each player draws two cards, then discards a card at random.
2/1

Riverfall Mimic - {ur}
Creature - Shapeshifter (Common)
Whenever you play a spell that's both blue and red, Riverfall Mimic becomes 3/3 and is unblockable until end of turn.
Mimics don't hide their natural form well, but their disguises work well enough on boggarts.
2/1

Nucklavee {ur}{ur}
Creature - Beast (Uncommon)
When Nucklavee comes into play, you may return target red sorcery card from your graveyard to your hand.
When Nucklavee comes into play, you may return target blue instant card from your graveyard to your hand.
4/4

Crackleburr - {ur}{ur}
Creature - Elemental (Rare)
{ur}{ur}, {T}, Tap two untapped red creatures you control: Split Fuzzball deals 3 damage to target creature or player.
{ur}{ur}, {Q}, Untap two tapped blue creatures you control: Return target creature to its owner's hand.
2/2

Shrewd Hatchling - 3{ru}
Creature - Elemental (Uncommon)
Shrewd Hatchling comes into play with four -1/-1 counters on it.
{ur}: Target creature can't block Shrewd Hatchling this turn.
Whenever you play a blue spell, remove a -1/-1 counter from Shrewd Hatchling.
Whenever you play a red spell, remove a -1/-1 counter from Shrewd Hatchling.
6/6

Stream Hopper - {ru}
Creature - Goblin (Common)
{ur}: Stream Hopper gains flying until end of turn.
1/1

Unnerving Assualt - {ur}
Instant (Uncommon)
Creatures your opponents control get -1/-0 until end of turn if was spent to play Unnerving Assault, and creatures you control get +1/+0 until end of turn if {R} was spent to play it. (Do both if was spent)

Canker Abomination - {gb}{gb}
Creature - Treefolk Horror (Uncommon)
When Canker Abomination comes into play, choose an opponent. Canker Abomination comes into play with a -1/-1 counter it on for each creature that player controls.
6/6

Cankerous Thirst - {bg}
Instant (Uncommon)
If was spent to play Cankerous Thirst, you may have target creature get -3/-3 until end of turn. If was spent to play Cankerous Thirst, you may have target creature get +3/+3 until end of turn. (Do both if was spent)

Deity of Scars - {gb}{gb}{gb}{gb}{gb}
Creature - Spirit Avatar (Rare)
Trample
Deity of Scars comes into play with two -1/-1 counters on it.
{bg}, Remove a -1/-1 counter from Deity of Scars: Regenerate Deity of Scars.
7/7

Desecrator Hag - {bg}{bg}
Creature - Hag (Common)
When Desecrator Hag comes into play, return to your hand the creature card in your graveyard with the highest power. If two or more cards are tied for highest power, you chose one of them.
Loose earth is not a burial but an appetizer.
2/2

Doomgape - 4{bg}{bg}{bg}
Creature - Elemental (Rare)
Trample
At the beginning of your upkeep, sacrifice a creature. You gain life equal to that creature's toughness.
10/10

Drain the Well - {bg}{bg}
Sorcery (Common)
Destroy target land. You gain 2 life.

Gift of the Deity - {bg}
Enchantment - Aura (Common)
Enchant Creature
As long as enchanted creature is black ,it gets +1/+1 and has deathtouch.
As long as enchanted creature is green , it gets +1/+1 and all creatures able to block it do so.

Hag Hedge-Mage - {bg}
Creature - Hag Shaman (Uncommon)
When Hag Hedge-Mage comes into play, if you control two or more swamps, you may have target player discard a card.
When Hag Hedge-Mage comes into play, if you control two or more forests, you may put target card in your graveyard on top of your library.
2/2

Noxious Hatchling - {bg}
Creature - Elemental (Uncommon)
Noxious Hatchling comes into play with four -1/-1 counters on it.
Wither
Whenever you play a black spell, remove a -1/-1 counter from Noxious Hatchling.
Whenever you play a green spell, remove a -1/-1 counter from Noxious Hatchling.
6/6

Odious Trow - {bg}
Creature - Troll (Common)
{bg}: Regenerate Odious Trow.
1/1

Quillspike - {bg}
Creature - Beast (Uncommon)
{bg}, Remove a -1/-1 counter from a creature you control: Plumeater gets +3/+3 until end of turn.
1/1

Rendclaw Trow - {bg}
Creature - Troll (Common)
Wither
Persist
2/2

Sapling of Colfenor - {gb}{gb}
Legendary Creature - Treefolk Shaman (Rare)
Sapling of Colfenor is indestructible.
Whenever Sapling of Colfenor attacks, reveal the top card of your library. If it is a creature card, you gain life equal to that card's toughness, lose life equal to its power, then put it into your hand.
2/5

Stalker Hag - {bg}{bg}{bg}
Creature - Hag (Uncommon)
Swampwalk, forestwalk
3/2

Woodlurker Mimic - {bg}
Creature - Shapeshifter (Common)
Whenever you play a spell that's both black and green, Woodlurker Mimic becomes 4/5 and gains wither until end of turn.
2/1

Worm Harvest - 2{bg}{bg}{bg}
Sorcery (Rare)
Put a 1/1 black and green Worm creature token into play for each land card in your graveyard.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Balefire Liege - {rw}{rw}{rw}
Creature - Spirit Horror (Rare)
Other red creatures you control get +1/+1.
Other white creatures you control get +1/+1.
Whenever you play a red spell, Balefire Liege deals 3 damage to target player.
Whenever you play a white spell, you gain 3 life.
2/4

Battlegate Mimic - {rw}
Creature - Shapeshifter (Common)
Whenever you play a spell that's both red and white, Battlegate Mimic becomes 4/2 and gains first strike until end of turn.
2/1

Double Cleave - {rw}
Instant (Common)
Target creature gains double strike until end of turn.

Duergar Assailant - {rw}
Creature - Dwarf Soldier (Common)
Sacrifice Duergar Assailant: Duergar Assailant deals 1 damage to target attacking or blocking creature.
1/1

Duergar Hedge-Mage - {rw}
Creature - Dwarf Shaman (Uncommon)
When Duergar Hedge-Mage comes into play, if you control two or more Mountains, you may destroy target artifact.
When Duergar Hedge-Mage comes into play, if you control two or more Plains, you may destroy target enchantment.
2/2

Duergar Mine-Captain - {rw}
Creature - Dwarf Soldier (Uncommon)
{rw}, {Q}: Attacking creatures get +1/+0 until end of turn.
2/1


Figure of Destiny - {rw}
Creature - Kithkin (Rare)
{rw}: Figure of Destiny becomes a 2/2 Kithkin Spirit.
{rw}{rw}{rw}: If Figure of Destiny is a Spirit, it becomes a 4/4 Kithkin Spirit Warrior.
{rw}{rw}{rw}{rw}{rw}{rw}: If Figure of Destiny is a Warrior, it becomes an 8/8 Kithkin Spirit Warrior Avatar with flying and first strike.
1/1

Fire at Will - {rw}{rw}{rw}
Instant (Common)
Fire at Will deals 3 damage divided as you choose among any number of target attacking or blocking creatures.

Moonhold - {rw}
Instant (Uncommon)
Target player can't play land cards this turn if was spent to play Moonhold and can't play creature cards this turn if was spent to play it. (Do both if was spent)

Hearthfire Hobgoblin - {rw}{rw}{rw}
Creature - Goblin Soldier (Uncommon)
Double Strike
Hobgoblins are best left alone. They sharpen their farm implements far more than is necessary for their work in the fields.
2/2

Hobgoblin Dragoon - {rw}
Creature - Goblin Knight (Common)
Flying, first strike.
1/2

Scourge of the Nobilis - 2{wr}
Enchantment - Aura (Common)
Enchant creature
As long as enchanted creature is red, it gets +1/+1 and has: "{wr}: This creature gets +1/+0 until end of turn."
As long as enchanted creature is white it gets +1/+1 and has lifelink. (Whenever it deals damage, its controller gains that much life.)

Spitemare - 2{rw}{rw}
Creature - Elemental (Uncommon)
Whenever Spitemare is dealt damage, Spitemare deals that much damage to target creature or player.
3/3

Waves of Aggression - 3{rw}{rw}
Sorcery (Rare)
Untap all creatures that attacked this turn. After this phase, there is an additional combat phase followed by an additional main phase.
Retrace


Cold-Eyed Selkie - {gu}{gu}
Creature - Merfolk Rogue (Rare)
Islandwalk
Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.
1/1

Fable of Wolf and Owl - {gu}{gu}{gu}
Enchantment (Rare)
Whenever you play a green spell, you may put a 2/2 green Wolf creature token into play.
Whenever you play a blue spell, you may put a 1/1 blue Bird creature token with flying into play.

Gilder Bairn - {gu}{gu}
Creature - Ouphe (Uncommon)
{gu}, {Q}: For each counter on target permanent, put another of those counters on that permanent.
1/3

Grazing Kelpie - {gu}
Creature - Beast (Common)
{gu}, Sacrifice Grazing Kelpie: Put target card in a graveyard on the bottom of its owner's library.
Persist
2/3

Groundling Pouncer - {gu}
Creature - Faerie (Uncommon)
{ug}: Groundling Pouncer gets +1/+3 and gains flying until end of turn. Play this ability only once each turn and only if an opponent controls a creature with flying.
2/1

Invert the Skies - {gu}
Instant (Uncommon)
Creatures your opponents control lose flying until end of turn if was spent to play Invert the Skies, and creatures you control gain flying until end of turn if was spent to play it. (Do both if was spent)

Nobilis of War - {rw}{rw}{rw}{rw}{rw}
Creature - Spirit Avatar (Rare)
Haste
Attacking creatures you control get +2/+0.
3/4

Overbeing of Myth - {gu}{gu}{gu}{gu}{gu}
Creature - Spirit Avatar (Rare)
Overbeing of Myth's power and toughness are each equal to the number of cards in your hand.
At the beginning of your draw step, draw a card.
*/*

Favor of the Overbeing - {gu}
Enchantment - Aura (Common)
Enchant Creature
As long as enchanted creature is green, it gets +1/+1 and has vigilance.
As long as enchanted creature is blue, it gets +1/+1 and flying.

Seedborne Liege* - {gu}{gu}{gu}
Creature - Horror (Rare)
Other green creatures you control get +1/+1.
Other blue creatures you control get +1/+1.
At the beginning of each player's upkeep, untap all blue and green creatures you control.
4/4

Selkie Hedge-Mage - {gu}
Creature - Merfolk Wizard (Uncommon)
When Selkie Hedge Mage comes into play, if you control two or more Forests, you may gain 3 life.
When Selkie Hedge Mage comes into play, if you control two or more Islands, you may return target tapped creature to its owner's hand.
2/2

Shorecrasher Mimic - 1{gu}
Creature - Shapeshifter (Common)
Whenever you play a spell that's both green and blue, Shorecrasher Mimic becomes 5/3 and gains trample until end of turn.
2/1

Slippery Bogle - {ug}
Creature - Beast (Common)
Slippery Bogle can't be the target of spells or abilities your opponents control.
1/1

Snakeform - {gu}
Instant (Common)
Target creature loses all abilities and becomes a 1/1 green Snake until end of turn.
Draw a card.

Stillmoon Cavalier - {bw}{bw}
Creature - Zombie Knight (Rare)
Protection from white and from black
{wb}: Stillmoon Cavalier gains flying until end of turn.
{wb}: Stillmoon Cavalier gains first strike until end of turn.
{wb}{wb}: Stillmoon Cavalier gets +1/+0 until end of turn.
2/1

Wistful Selkie - {gu}{gu}{gu}
Creature - Merfolk Wizard (Uncommon)
When Wistful Selkie comes into play, draw a card.
2/2

Sturdy Hatchling - {ug}
Creature - Elemental (Uncommon)
Sturdy Hatchling comes into play with four -1/-1 counters on it
{ug}: Sturdy Hatchling gains shroud until end of turn.
Whenever you play a green spell, remove a -1/-1 counter from Sturdy Hatchling.
Whenever you play a blue spell, remove a -1/-1 counter from Sturdy Hatchling.
6/6

Trapjaw Kelpie - {gu}{gu}
Creature - Beast (Common)
Flash
Persist
3/3

Artefacts


Altar Golem -
Artifact Creature - Golem (Rare)
Trample
Altar Golem's power and toughness are each equal to the number of creatures in play.
Altar Golem doesn't untap during its controller's untap step.
Tap five untapped creatures you control: Untap Altar Golem.
*/*

Antler Skulkin -
Artifact Creature - Scarecrow (Common)
: Target white creature gains persist until end of turn.
3/3

Fang Skulkin -
Artifact Creature - Scarecrow (Common)
: Target black creature gains wither until end of turn.
2/1

Hoof Skulkin -
Artifact Creature - Scarecrow (Common)
: Target green creature gets +1/+1 until end of turn.
2/2

Jawbone Skulkin -
Artifact Creature - Scarecrow (Common)
: Target red creature gains haste until end of turn.

Leering Emblem -
Artifact - Equipment (Rare)
Whenever you play a spell, equipped creatures gets +2/+2 until end of turn.
Equip:

Scarecrone -
Artifact Creature - Scarecrow (Rare)
, Sacrifice a Scarecrow: Draw a card.
, : Return target artifact creature card from your graveyard to play.
1/2


Shell Skulkin -
Artifact Creature - Scarecrow (Common)
: Target blue creature gains shroud until end of turn.
3/2

Ward of Bones -
Artifact (Rare)
Each opponent who controls more creatures than you can't play creature cards. The same is true for artifacts, enchantments and lands.

Terrains


Flooded Grove
Land (Rare)
: Add to your mana pool.
{ug}, {t}: Add , or to your mana pool.

Fetid Heath
Land (Rare)
: Add to your mana pool.
{wb}, : Add , , or to your mana pool.

Rugged Bluffs
Land (Rare)
: Add to your mana pool.
{ur}, : Add , , or to your mana pool.

Scorched Prairie*
Land (Rare)
: Add to your mana pool.
{wr}, : Add , , or to your mana pool.

Springjack Pasture
Land (Rare)
: Add to your mana pool.
, : Put a 0/1 white Goat creature token into play.
, Sacrifice X Goats: Add X mana of any one color to your mana pool. You gain X life.

Twilight Mire
Land (Rare)
: Add to your mana pool.
{bg}, : Add , or to your mana pool.r


    ( New de mtgsalvation.com , transmis par Sarok le 23 Juin 2008 à 19:10 | lu 62876 fois)

· · 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 · ·

Ashura_Ô
Membre
Rang : Péon

Points MT : 132
Membre depuis le 28 / 11 / 07
...

Endless Horizon, ça me paraît fort, genre j'épure ma biblio de la quasi-totalité des lands et en plus je peux les rejouer tout en piochant.

Sinon, Unmake en limité ça ajoute un peu d'antibête.

Retrace ça me paraît pas mal comme capacité, genre c'est un peu style flashback, sauf qu'on peut le faire à l'infini.

Si ils nous sortent un truc du genre : Pour 1, piochez 1 avec le retrace en instant, ça me paraît genre trop fort (pour 1 tu choisis ce que tu pioches à volonté o_o)

EDIT : j'avais pas vu le Stigma Lasher, qui me paraît bien fort aussi (genre MD carrément dans un RDW ça me paraît pas mal)


Edité le 25 Juin 2008 à 21:38
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Profil Posté le 25 Juin 2008 à 21:33
galco
Membre
Rang : Acolyte

Points MT : 30
Membre depuis le 18 / 08 / 07
...

un conseil

Les gars, si vous avez plus de 15 ans, faites comme moi, arrêtez Magic! Après quelques mois de désintox vous vous rendrez compte à quel point l'univers de ce jeu est devenu puéril. Bon, allez, vous pourrez toujours faire une partie de temps en temps avec le petit frère^^.


et bien je me demande ce que tu fait sur ce site si c'est pour ous sortir ca ... nous sommes entre joueur interssé par une nouvelle sortit et emmetns des ouvertures possible cette derniere !!

si tu trouve ca pueril... regarde enhaut de ton ecran ,il y a marquer deconexiion...je supose que tu sais te servir de ta souris ^^

moi j'ai qqchose a dire ... je joue a magic depuis 5 ans ...j'en ai bientot 18 ...et meme si les cartes ne sont plsu ce qu'elle etait ...ca reste unjeux plein de surprise !!!!!

_______________________________

recherche toutes les carte ap !! n'hesitez pas a venir me voir pour en dealer ! amicalement

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Profil Posté le 25 Juin 2008 à 22:35
lowed
Banni
Rang : Péon

Points MT : 12
Membre depuis le 06 / 06 / 08
...

Changement d'avis, avec quelques cartes de lpus révélé, il y a des cartes ENORMES xD ...

L'élémental 10/10 trample ... nan ... jdéconne ... l'élémental 2/2 pour 2 avec anti gain de PV ... parfait dans une réservememe direect en jeu pour certain deck (pas lmien ^^) ...


See ya !

_______________________________

Plus il y a de Fu, moins il y a de riz ...

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Profil Posté le 25 Juin 2008 à 22:41
gdtpara
Membre
Rang : Apprenti

Points MT : 4
Membre depuis le 29 / 04 / 08
...

J'aime bien le retrace. Pourvu qu'il y ait un sort pour 1 bleu qui fait piocher avec retrace!

_______________________________

Je joue T1 : TPS, Ichorid, Tezzeret, GWSx, Drain Jace T1.5 : TES, The Fear, Tempo Tresh, DDGO EDH : Rekki, Merieke

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Profil CartesPosté le 26 Juin 2008 à 00:20
Chris06
Membre
Rang : Apprenti

Points MT : 136
Membre depuis le 02 / 08 / 07
Pas mal du tout

Endless horizon va devenir un mega spoiler, car du topdeck a volonté en blanc ce n'est pas commun (sans parler de l'aggro....). En général, quand on a 4 mana sur table on en a pas besoin de plus...
Sinon le reste est très bof.
Sauf peut etre raven's crime qui pourrait faire revivre The Rack et unmake en controle, qui n'est pas aussi bon que oblivion ring....

J'attend la suite avec impacience, en essayant de ne pas avoir une nouvelle extension à la sombrelande (dont je n'ai acheté aucun booster tellement l'extension est mauvaise...)

_______________________________

Vends toutes mes cartes magic!

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Profil Posté le 26 Juin 2008 à 00:44
pai62740
Membre
Rang : Sortisan

Points MT : 222
Membre depuis le 19 / 02 / 08
...

Il me semble evident que les doubles terrains vonet etre reedités ainsi que les enchantements dans chaque couleur ca ressemble un peu a ravnica mais en mieux ^^
Retrace on va pouvoir le faire a l'infini?
Mais avec l'enchantement blanc on a un retrace gratuit chaque tour?

_______________________________

Avant qu'il ne rencontre Chuck Norris, Jamel debbouze pouvait applaudir :)

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Profil CartesPosté le 26 Juin 2008 à 01:48
AnX
Membre
Rang : Feu follet

Points MT : 56
Membre depuis le 24 / 05 / 08
Alors

Bonjour à tous.

Personnelement je trouve que certaine extension sorte juste comme ça...Pour nous faire dépenser.Qu'elle ne servent à rien.Quand mirodin est arrivé,cela en valais la peine,kamigawa aussi.Je trouve que se sont deux cycle indispensable...Pour le développement d'un deck bon et équilibré il y a tout...et la on a le droit a quoi?!Presque rien sur ces premières cartes.

Le point positif,c'est qu'on peux économiser pour shard of alara.

_______________________________

[PRIO]LES 5 DRAGONS INVASION [FOIL][PRIO] Cherche PRIO : 8 Génitrice dragonne foil , non foil (Echange plustots)

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Profil Posté le 26 Juin 2008 à 08:17
gub580
Membre
Rang : Apprenti

Points MT : 116
Membre depuis le 01 / 09 / 05
alors

kamigawa n'est pas super indispensable car si tu fais le parallele entre lextension et les episodes de naruto de l'epoque tu verras qu'ils ne se sont pas cassé la tete du tout lol

Sinon pour en revenir avec l'extension je susi d'accord avec chris 06 sur l'enchant blanc qui est enorme, certes vous allez me dire si on casse ton enchant tes lands sont retirées de la partie et alors????§§§§ dans weenie c'est enorme meme au niveau de controle si il est protegé car faire land drop a chaque tour et topdeck à chaque voyage sur la draw il ne manque plus que qu'il nous vende une petite cafetiere dans les préconstruits

Sinon le 2/1 qui se transforme en 5/3 trample est fumé !!!

_______________________________

Ma mère m&#039;a vu naître, les bars m&#039;ont vu grandir !!!

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Profil CartesPosté le 26 Juin 2008 à 08:56
metalikafire
Membre
Rang : Feu follet

Points MT : 6
Membre depuis le 11 / 06 / 07
hey

savez vous que ces scans sont aussi disponibles en francais sur Wizards ? Même que Retrace en français ca donne pistage !

_______________________________

"Je l'ai, je l'ai, je ____" Le mogg Fanatique

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Profil Posté le 26 Juin 2008 à 09:21
PhenixJR8
Membre
Rang : Gobelin

Points MT : 316
Membre depuis le 14 / 03 / 05
et bien

endless horizons avec les cartes "retrace" ca parait pas trop mal (de meme qu'avec goblin charbelcher)

swirling spriggan + bloom tender un mana de chque couleur pour 2 mana c'est sympa

Sinon j'adore la commune noire qui fait discarder a chque fois que tu as un land qui ne sert pas en main et la 2/1 pour 1{u} ou 1{g} qui devient 5/3 trample a chaque sort bleu ET vert que l'on joue mais faut creer le deck autour pour que ca soit rigolo


Edité le 26 Juin 2008 à 09:37

_______________________________

Quand le sage montre le menhir du doigt, l'imbecile regarde le doigt...

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Profil Posté le 26 Juin 2008 à 09:36
Tsukasan
Membre
Rang : Péon

Points MT : 18
Membre depuis le 03 / 02 / 08
Hmm

Rextenebrae a écrit :

Suis-je le seul à me demander si la carte blanche Endless Horizons est plus que jouable ?


Je pense surtout que tous les pête-enchantements vont aller cogner dessus dès que tu auras retiré des lands, pour t'en priver définitivement.
C'est sur, c'est fort, mais faut pas se faire avoir par une Poigne Krosiane, hein =)

_______________________________

"Avec des morceaux de morts, nous faisons des rillettes d'information."

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Profil CartesPosté le 26 Juin 2008 à 10:40
Nami74
Membre
Rang : Acolyte

Points MT : 117
Membre depuis le 09 / 02 / 08
...

tarmo 42 a écrit :

Vraiment sympa ce "unmake" en W/B.

Dommage qu'il ne gère toujours pas colosse :| :| :| :| :| :| :|


Ben si, c'est ca qu'est cool :p


Sinon je suis aussi fan de mimic, mais apres faut voir si le reste du bleu/vet est tourné aggro :|

Par contre moyen doomgape... les gros thon avec un effet d'entretien, c'est jamais bon vu que ca se reanime pas. Par contre avec le chauffeur d'ames incandescent :lol:
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Profil Posté le 26 Juin 2008 à 10:55
crasy falcon
Membre
Rang : Gobelin

Points MT : 446
Membre depuis le 12 / 03 / 08
new cards

ben en fait, comme l'on dit certain, dans un deck agro approprie, ca peut etre trés bon, une fois qu'on à 4 land ca suffit, pas besoin d'en avoir d'autre, on retire alors toutes les plaines de la partie pour n'avoir que des cartes active, on a beau te peter l'enchant, c'est pas trop grave puisque le but etait de purifier le deck.
d'autre cartes ont été révélée, allez y, c'est en francais a l'adresse suivante
http://www.wizards.com/default.asp?x=magic/eventide/spoiler
dans les nouvelles cartes révélées ragefoudre peut etre bien sympa, une 7/2 célérité pour 2RRR qui as en plus la flétrissure et qui peut avoir le pietinement c'est bien sympa

_______________________________

arf

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Profil Posté le 26 Juin 2008 à 10:56
x-ecutioners
Membre
Rang : Acolyte

Points MT : 53
Membre depuis le 06 / 04 / 07
...

Nami74 a écrit :

tarmo 42 a écrit :

Vraiment sympa ce "unmake" en W/B.

Dommage qu'il ne gère toujours pas colosse :| :| :| :| :| :| :|


Ben si, c'est ca qu'est cool :p


Sinon je suis aussi fan de mimic, mais apres faut voir si le reste du bleu/vet est tourné aggro :|

Par contre moyen doomgape... les gros thon avec un effet d'entretien, c'est jamais bon vu que ca se reanime pas. Par contre avec le chauffeur d'ames incandescent :lol:


Moi je suis d'accord avec tarmo 42, dis moi comment tu fais pour gérer le colosse alors que celui-ci a la protection contre le noir et que ton unmake est noir =P

_______________________________

Hein? qui? que? quoi? que? ou?

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Profil Posté le 26 Juin 2008 à 11:27
jeezoo
Membre
Rang : Feu follet

Points MT : 0
Membre depuis le 30 / 05 / 07
Je crois

qu'il y a une petite confusion entre

Colosse de sombracier
Colosse cameleon

a aprt ca...
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Profil CartesPosté le 26 Juin 2008 à 12:27
tryyx
Membre
Rang : Acolyte

Points MT : 128
Membre depuis le 06 / 11 / 07
...

le spectre et la 10/10 sont vrement bien


dpmage que le spectre va se faire blaster

_______________________________

"The only thing necessary for the triumph of evil is for good men to do nothing"

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Profil CartesPosté le 26 Juin 2008 à 12:55
AURATOG
Membre
Rang : Feu follet

Points MT : 90
Membre depuis le 21 / 04 / 08
wesh

izzet rivien jvé pouvoir rejouer controle blast

_______________________________

venez voir mes cartes elle sont tt a vendre dites moi un prix!!!j'ai dotres cartes en dehor de mon classeur!!!! prposé

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Profil Posté le 26 Juin 2008 à 13:18
nabster66
Membre
Rang : Acolyte

Points MT : 154
Membre depuis le 23 / 08 / 07
salut a tous !!

le spectre noir on dirait un peut un spectre hypnotiseur avec la fletrissure et sauf qu'il est 1/1

bon sinon mon avis general sur toutes les cartes presente en ce moments je les trouve assez fort surtout l'avatar hybride :lol:

_______________________________

a la biere comme a la biere !!!!!!!!

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Profil Posté le 26 Juin 2008 à 13:35
ultim8
Membre
Rang : Apprenti

Points MT : 0
Membre depuis le 08 / 02 / 07
....

Mizan a écrit :

Les gars, si vous avez plus de 15 ans, faites comme moi, arrêtez Magic! Après quelques mois de désintox vous vous rendrez compte à quel point l'univers de ce jeu est devenu puéril. Bon, allez, vous pourrez toujours faire une partie de temps en temps avec le petit frère^^.


Si tu as plus de 15 ans je t'en prisdéveloppe un peu, c'est bien de balancer 2-3 mots qui font "grand" mais faut aller un peu plus loin....
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Profil Posté le 26 Juin 2008 à 13:50
devossum
Membre
Rang : Apprenti

Points MT : 34
Membre depuis le 19 / 08 / 07
bah...

j'ai beau avoir 22 ans et une vie épanouie, j'adore toujours autant magic, ça sert a rien de gueuler après wizard parce que ceci ou cela, c'est comme ça point!

unmake me plait beaucoup et l'avatar qui fait piocher aussi, ainsi que Stigma lasher (et pour aller plus loin pourquoi pas le 10/10?)
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Profil Posté le 26 Juin 2008 à 15:25
· · 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 · ·

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